u/Ancient_Strength573

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I have a two sided panorama HDRI so both sides of my mesh is lit up the way I need, but I am also having the issue that I need this dark underside to look like the lit top side of the mesh.

Is there a easy way of achieving this? I circled the dark area with neon color in the screenshot and the second picture is the top side, which is how I want the bottom to also look. If I set the environment alignment to camera instead of world and look from the underside it looks better, but I assume that isn't the solution due to it depending where my camera is.

Edit:

To clarify, I’m exporting textures from Adobe Substance 3D Painter, not just wanting to render in it. The HDRI lighting is getting baked into the textures, which is why the underside stays darker.

I’m exporting 2D view, normals, and glTF ORM (AO in R, Roughness in G, Metallic in B), so I have to work with whatever lighting gets baked during export. I don’t want to export just base color since it looks too flat, but I also don’t want strong directional shading where one side is darker because the HDRI is weaker there.

I’ve tried rotating the mesh in Blender and adjusting the HDRI, but it still leaves visible shading.

What I’m really trying to do is keep the lighting even and non-directional so I still get some lighting information without one side being noticeably darker.

u/Ancient_Strength573 — 12 days ago

I’m not sure if this is something that needs fixing since I’m not an expert, but in the screenshots you can see that the striped MatCap becomes very tightly packed on certain faces of the mesh, which somewhat affects the shading at certain angles.

I mainly used edge creases with the subsurface modifier and then I shaded sharp edges so the normals would look good.

I also was trying to keep the poly count low, so the cylinders aren’t connected by faces. Instead, they’re separate objects layered on top of the main mesh and joined together, such as the hinge-like cylinder piece.

u/Ancient_Strength573 — 13 days ago

This may be a weird ask, but I'm trying to place a pivot at an exact center point based on Suzanne’s overall bounds. The squares in the screenshot are just guides to visualize it from top and front views.

What I’m trying to represent is a 3D setup where there would be two layers of four boxes, so eight total, and I want the pivot to sit exactly at the center of that full volume. (The middle of the red circle in the image)

I need to create a vertex in the middle of the cyan circle, but I’m not sure what the most accurate way to do that is. This is also exporting elsewhere so that's why I need the vertex there and not the red circle. If I did want to pivot this in the way I want in blender then I would make the origin in the middle of the red circle.

Is there a way to get the exact bounding box of Suzanne? I need it to be mathematically precise. I want to avoid hand guessing it by resizing a cube over it. But once I get that bounding box I assume I will be able to array it to be the 4x4x2 structure and save the vertex where I need.

u/Ancient_Strength573 — 14 days ago

So I just updated Windows 11 and I do not know if this just started, but I started noticing I guess a phantom cursor moving across my second monitor?

I checked both Windows Defender and MalwareBytes and both come back with nothing suspicious. I can continue to move my own cursor just fine and nothing else occurs to the point I thought I was hallucinating it at first.

OS Build 26200.8246
This is a video of it: https://streamable.com/fg7edn

u/Ancient_Strength573 — 26 days ago